The Boulder of Sisyphus

fc_courtofthesevenheadedserpent
Warband
Faction: Court of the Seven-Headed Serpent
Rating: 900| 8
Fielded: Elite: 4, Troop: 1, Mercenary: 1, Total: 6/10
Arsenal
0
0
Strongbox: 0 | 0
No items in your arsenal
Campaign
Patron: No patron set
Victory Points: 0
Campaign Round: 1 (max round: 12)
Current field limit: 10 Models
Exploration

Elites

Praetor
Praetor
280
Shotgun, Malebranche Sword, Combat Helmet, Crown of Hellfire, Gas Mask, Reinforced Armour, Trench Shield
Hell Knight
Hell Knight
185
Shotgun, Hellblade, Combat Helmet, Crown of Hellfire, Gas Mask, Unholy Relic, Infernal Iron Armour, Trench Shield
Hell Knight
Hell Knight
185
Shotgun, Hellblade, Combat Helmet, Crown of Hellfire, Gas Mask, Unholy Relic, Infernal Iron Armour, Trench Shield
Hell Knight
Hell Knight
185
Shotgun, Hellblade, Combat Helmet, Crown of Hellfire, Gas Mask, Unholy Relic, Infernal Iron Armour, Trench Shield

Troops

Yoke Fiend
Yoke Fiend
53
1
Trench Club, Combat Helmet, Gas Mask, Troop Flag, Gas Grenades

Mercenaries

Scripture Guardian
Scripture Guardian
12
7
Greatsword / Greataxe, Combat Helmet, Reinforced Armour
Praetor
280
Name: -
Type: Praetor
Base Cost: 115
Image: @Darius_minis
Movement
8"/Flying
Melee
+3D
Ranged
+3D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Fear
Strong
Tough
Leader
Elite
Demonic
The Court
Goetic

Praetor can choose up to 2 Goetic.

Charm of Acedia - 15

Not even trying is the surest way to succeed.

Goetic
(1): You must take a Cast Spell ACTION with the spellcaster in order for it to cast this spell. If you do so, if the next ACTION the spellcaster takes as part of this Activation requires a Success Roll or a
Risky Success
Roll, that roll is automatically a Success (do not roll any dice).
Daemonium Meridianum - 20 - 1/1

It is all but impossible to approach this infernal warrior with any energy or enthusiasm.

Enemy models treat Open or Dangerous Terrain within 6" of a model with this Goetic Ability as Difficult Terrain.
Battlekit

Battlekit:

A Praetor can have any Battlekit from The

Court
’s Armoury Tables.

Ranged Weapons

Shotgun
10

Grenades

No grenades equipped

Melee Weapons

Malebranche Sword
50

Armour

Reinforced Armour
40

Shields

Trench Shield
10

Equipment

Crown of Hellfire
15
Combat Helmet
5
Gas Mask
5
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Goetic Power: A Praetor can have up to 2 Goetic Powers. Praetors from a Warband dedicated to Wrath can have only 1 Goetic Power.
STL finder
Hell Knight
185
Name: -
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Fear
Strong
Elite
Demonic
The Court
Goetic

Hell Knight can choose up to 1 Goetic.

Charm of Acedia - 15

Not even trying is the surest way to succeed.

Goetic
(1): You must take a Cast Spell ACTION with the spellcaster in order for it to cast this spell. If you do so, if the next ACTION the spellcaster takes as part of this Activation requires a Success Roll or a
Risky Success
Roll, that roll is automatically a Success (do not roll any dice).
Battlekit

Battlekit:

A Hell Knight always has a suit of Infernal Iron Armour. The Infernal Iron Armour cannot be removed or lost over the course of the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the Seven-Headed Serpent Armoury Tables apart from Armour.

Ranged Weapons

Shotgun
10

Grenades

No grenades equipped

Melee Weapons

Hellblade
15

Armour

Infernal Iron Armour

Shields

Trench Shield
10

Equipment

Unholy Relic
15
Crown of Hellfire
15
Combat Helmet
5
Gas Mask
5
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Goetic Power: A Hell Knight can have up to 2
Goetic
Powers, one of which must be the Blood Magic Goetic Spell taken at no extra cost.
Blood Magic:
Goetic
(1): You can cast this spell before making any Injury Rolls for an attack made by the spellcaster. If you do so, add
+1 Injury Dice
to all of the Injury Rolls you make for the attack. For example, if the attack has the
Blast
Keyword, you would add
+1 Injury Dice
to the rolls for each model that was caught in the blast radius of the attack.
STL finder
Yoke Fiend
53 | 1
Name: -
Type: Yoke Fiend
Base Cost: 30
Image: @Darius_minis
Movement
6"/Infantry
Melee
+1D
Ranged
0D
Armour
0
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Leader
Demonic
The Court
Battlekit

Battlekit:

A Yoke Fiend can have 1 Ranged Weapon that has a cost of 30 or less from the

Court
of the Seven-Headed Serpent Armoury Tables. They can have any other Battlekit from the Seven-Headed Serpent Armoury Tables apart from Ranged Weapons.

Ranged Weapons

No ranged weapons equipped

Grenades

Gas Grenades
10

Melee Weapons

Trench Club
3

Armour

No armour equipped

Shields

No shields equipped

Equipment

Troop Flag
1
Gas Mask
5
Combat Helmet
5
Campaign Play

Fighter Status

Active

Fighter Rank

Troop
Cannot be promoted

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Hateful: When a Yoke Fiend is Activated, if it is more than 1" from any enemy models and there is an enemy model within 12" of it, that is in its Line of Sight, and that does not have the
Black Grail
or
Demonic
Keywords, then the Yoke Fiend must take a Charge
Action
with the closest enemy model as the target of the charge. If the Yoke Fiend was Down at the start of the Activation, it will stand up if it can do so and must then attempt to make the charge.
Torturer: When a Yoke Fiend makes a Melee Attack, it can target a friendly model that does not have the
Demonic
Keyword. If it does so, it cannot attack again during the same Activation.
STL finder
Scripture Guardian
12 | 7
Name: -
Type: Scripture Guardian
Base Cost: 7
Image: @jimmy_crisps
Movement
6"/Infantry
Melee
+1D
Armour
-2
Keywords
Negate Shrapnel
Negate Gas
Negate Fear
Golem
Battlekit

Battlekit: A Scripture Guardian always has Reinforced Armour and a Combat Helmet. In addition, it must have either two 1-Handed Melee Weapons or one 2-Handed Melee Weapon. You must purchase the Melee Weapons from your Faction Armoury Tables at their normal Cost, and you must obey any stipulation that apply to the weapons you choose (e.g.

Elite
Only, Limit: 1 etc). The weapons you choose cannot be removed or lost over the course of the campaign for any reason.

Ranged Weapons

No ranged weapons equipped

Grenades

No grenades equipped

Melee Weapons

Greatsword / Greataxe
12

Armour

Reinforced Armour

Shields

No shields equipped

Equipment

Combat Helmet
Campaign Play

Fighter Status

Active

Fighter Rank

Troop

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Slow: Treat a Scripture Guardian as having a Movement Characteristic of 3"/Infantry when it takes a Dash
Action
.
Vengeful Scripture: The Scripture Guardian reads words from the holy (or unholy) text it carries. A Scripture Guardian can take a Vengeful Scripture
Action
. If they do so, pick 1 enemy model within 18" of the Scripture Guardian and in its Line of Sight. Then take a Success Roll for the Scripture Guardian, with
+2 Dice
if the enemy model is within 9" of the Scripture Guardian and
+1 Dice
otherwise. If the roll is a Failure, nothing happens. If the roll is a Success, make an Injury Roll for the enemy model, with a
+1 Injury Modifier
for each
Blood Marker
the enemy model has (in addition to any benefits you receive if you then spend them to affect the Injury Roll). If the roll is a Critical Success, make an Injury Roll for the enemy model with
Ignore Armour
, and
+1 Injury Dice
and a
+1 Injury Modifier
for each
Blood Marker
the enemy model has
STL finder
Hell Knight
185
Name: -
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Fear
Strong
Elite
Demonic
The Court
Goetic

Hell Knight can choose up to 1 Goetic.

Charm of Acedia - 15

Not even trying is the surest way to succeed.

Goetic
(1): You must take a Cast Spell ACTION with the spellcaster in order for it to cast this spell. If you do so, if the next ACTION the spellcaster takes as part of this Activation requires a Success Roll or a
Risky Success
Roll, that roll is automatically a Success (do not roll any dice).
Battlekit

Battlekit:

A Hell Knight always has a suit of Infernal Iron Armour. The Infernal Iron Armour cannot be removed or lost over the course of the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the Seven-Headed Serpent Armoury Tables apart from Armour.

Ranged Weapons

Shotgun
10

Grenades

No grenades equipped

Melee Weapons

Hellblade
15

Armour

Infernal Iron Armour

Shields

Trench Shield
10

Equipment

Unholy Relic
15
Crown of Hellfire
15
Combat Helmet
5
Gas Mask
5
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Goetic Power: A Hell Knight can have up to 2
Goetic
Powers, one of which must be the Blood Magic Goetic Spell taken at no extra cost.
Blood Magic:
Goetic
(1): You can cast this spell before making any Injury Rolls for an attack made by the spellcaster. If you do so, add
+1 Injury Dice
to all of the Injury Rolls you make for the attack. For example, if the attack has the
Blast
Keyword, you would add
+1 Injury Dice
to the rolls for each model that was caught in the blast radius of the attack.
STL finder
Hell Knight
185
Name: -
Type: Hell Knight
Base Cost: 100
Image: @Darius_minis
Movement
6"/Infantry
Melee
+2D
Ranged
0D
Armour
-3
Keywords
Negate Shrapnel
Negate Fire
Negate Gas
Fear
Strong
Elite
Demonic
The Court
Goetic

Hell Knight can choose up to 1 Goetic.

Charm of Acedia - 15

Not even trying is the surest way to succeed.

Goetic
(1): You must take a Cast Spell ACTION with the spellcaster in order for it to cast this spell. If you do so, if the next ACTION the spellcaster takes as part of this Activation requires a Success Roll or a
Risky Success
Roll, that roll is automatically a Success (do not roll any dice).
Battlekit

Battlekit:

A Hell Knight always has a suit of Infernal Iron Armour. The Infernal Iron Armour cannot be removed or lost over the course of the campaign for any reason. The Injury Modifier for the Armour is already included in the model’s Profile above. They can also have any Battlekit from the Seven-Headed Serpent Armoury Tables apart from Armour.

Ranged Weapons

Shotgun
10

Grenades

No grenades equipped

Melee Weapons

Hellblade
15

Armour

Infernal Iron Armour

Shields

Trench Shield
10

Equipment

Unholy Relic
15
Crown of Hellfire
15
Combat Helmet
5
Gas Mask
5
Campaign Play

Experience

Battle Scars

Advancements

No advancements

Injuries

No Injuries

Fighter Status

Active

Fighter Rank

Elite

Notes & Lore

Notes
No Notes
Lore
No Lore
Abilities
Goetic Power: A Hell Knight can have up to 2
Goetic
Powers, one of which must be the Blood Magic Goetic Spell taken at no extra cost.
Blood Magic:
Goetic
(1): You can cast this spell before making any Injury Rolls for an attack made by the spellcaster. If you do so, add
+1 Injury Dice
to all of the Injury Rolls you make for the attack. For example, if the attack has the
Blast
Keyword, you would add
+1 Injury Dice
to the rolls for each model that was caught in the blast radius of the attack.
STL finder